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Do backface determination and distance calculation for chunks in a single pass.
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@ -12,26 +12,19 @@ namespace ClassicalSharp.Renderers {
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Vector3I newChunkPos = Vector3I.Floor( cameraPos );
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newChunkPos.X = (newChunkPos.X & ~0x0F) + 8;
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newChunkPos.Y = (newChunkPos.Y & ~0x0F) + 8;
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newChunkPos.Z = (newChunkPos.Z & ~0x0F) + 8;
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newChunkPos.Z = (newChunkPos.Z & ~0x0F) + 8;
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if( newChunkPos == updater.chunkPos ) return;
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ChunkInfo[] chunks = game.MapRenderer.chunks;
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int[] distances = updater.distances;
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updater.chunkPos = newChunkPos;
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for( int i = 0; i < distances.Length; i++ ) {
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ChunkInfo info = chunks[i];
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distances[i] = Utils.DistanceSquared( info.CentreX, info.CentreY, info.CentreZ,
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updater.chunkPos.X, updater.chunkPos.Y, updater.chunkPos.Z );
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}
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// NOTE: Over 5x faster compared to normal comparison of IComparer<ChunkInfo>.Compare
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if( distances.Length > 1 )
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QuickSort( distances, chunks, 0, chunks.Length - 1 );
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int[] distances = updater.distances;
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Vector3I pPos = newChunkPos;
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updater.chunkPos = pPos;
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for( int i = 0; i < chunks.Length; i++ ) {
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ChunkInfo info = chunks[i];
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distances[i] = Utils.DistanceSquared( info.CentreX, info.CentreY, info.CentreZ,
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pPos.X, pPos.Y, pPos.Z );
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int dX1 = (info.CentreX - 8) - pPos.X, dX2 = (info.CentreX + 8) - pPos.X;
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int dY1 = (info.CentreY - 8) - pPos.Y, dY2 = (info.CentreY + 8) - pPos.Y;
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int dZ1 = (info.CentreZ - 8) - pPos.Z, dZ2 = (info.CentreZ + 8) - pPos.Z;
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@ -44,6 +37,10 @@ namespace ClassicalSharp.Renderers {
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info.DrawBottom = !(dY1 <= 0 && dY2 <= 0);
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info.DrawTop = !(dY1 >= 0 && dY2 >= 0);
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}
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// NOTE: Over 5x faster compared to normal comparison of IComparer<ChunkInfo>.Compare
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if( distances.Length > 1 )
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QuickSort( distances, chunks, 0, chunks.Length - 1 );
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updater.ResetUsedFlags();
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//SimpleOcclusionCulling();
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}
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